6 #include "vg/vg_perlin.h"
9 VG_STATIC
void player__skate_bind( player_instance
*player
)
11 struct player_skate
*s
= &player
->_skate
;
12 struct player_avatar
*av
= player
->playeravatar
;
13 struct skeleton
*sk
= &av
->sk
;
15 rb_update_transform( &player
->rb
);
16 s
->anim_grind
= skeleton_get_anim( sk
, "pose_grind" );
17 s
->anim_grind_jump
= skeleton_get_anim( sk
, "pose_grind_jump" );
18 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
19 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
20 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
21 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
22 s
->anim_push
= skeleton_get_anim( sk
, "push" );
23 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
24 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
25 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
26 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
29 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
31 struct player_skate
*s
= &player
->_skate
;
35 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
37 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
39 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
44 * Collision detection routines
50 * Does collision detection on a sphere vs world, and applies some smoothing
51 * filters to the manifold afterwards
53 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
54 m4x3f mtx
, rb_sphere
*sphere
,
57 world_instance
*world
= get_active_world();
60 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
62 for( int i
=0; i
<len
; i
++ )
64 man
[i
].rba
= &player
->rb
;
68 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
72 rb_manifold_filter_backface( man
, len
);
73 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
74 rb_manifold_filter_pairs( man
, len
, 0.03f
);
76 int new_len
= rb_manifold_apply_filtered( man
, len
);
90 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
91 v3f pos
, v3f dir
, float r
,
92 struct grind_info
*inf
)
94 world_instance
*world
= get_active_world();
97 v3_copy( dir
, plane
);
98 v3_normalize( plane
);
99 plane
[3] = v3_dot( plane
, pos
);
102 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
103 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
106 bh_iter_init( 0, &it
);
117 int sample_count
= 0;
123 v3_cross( plane
, player
->basis
[1], support_axis
);
124 v3_normalize( support_axis
);
126 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
127 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
130 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
131 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
134 for( int j
=0; j
<3; j
++ )
135 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
137 for( int j
=0; j
<3; j
++ ){
141 struct grind_sample
*sample
= &samples
[ sample_count
];
144 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
146 v3_sub( co
, pos
, d
);
147 if( v3_length2( d
) > r
*r
)
151 v3_sub( tri
[1], tri
[0], va
);
152 v3_sub( tri
[2], tri
[0], vb
);
153 v3_cross( va
, vb
, normal
);
155 sample
->normal
[0] = v3_dot( support_axis
, normal
);
156 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
157 sample
->co
[0] = v3_dot( support_axis
, d
);
158 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
160 v3_copy( normal
, sample
->normal3
); /* normalize later
161 if we want to us it */
163 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
164 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
167 v2_normalize( sample
->normal
);
170 if( sample_count
== vg_list_size( samples
) )
171 goto too_many_samples
;
178 if( sample_count
< 2 )
186 v2_fill( min_co
, INFINITY
);
187 v2_fill( max_co
, -INFINITY
);
189 v3_zero( average_direction
);
190 v3_zero( average_normal
);
192 int passed_samples
= 0;
194 for( int i
=0; i
<sample_count
-1; i
++ ){
195 struct grind_sample
*si
, *sj
;
199 for( int j
=i
+1; j
<sample_count
; j
++ ){
205 /* non overlapping */
206 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
209 /* not sharp angle */
210 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
215 v3_sub( sj
->centroid
, si
->centroid
, v0
);
216 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
217 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
220 v2_minv( sj
->co
, min_co
, min_co
);
221 v2_maxv( sj
->co
, max_co
, max_co
);
224 v3_copy( si
->normal3
, n0
);
225 v3_copy( sj
->normal3
, n1
);
226 v3_cross( n0
, n1
, dir
);
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
231 v3_add( average_direction
, dir
, average_direction
);
233 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
234 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
237 v3_add( si
->normal3
, average_normal
, average_normal
);
239 v3_add( sj
->normal3
, average_normal
, average_normal
);
245 if( !passed_samples
)
248 if( (v3_length2( average_direction
) <= 0.001f
) ||
249 (v3_length2( average_normal
) <= 0.001f
) )
252 float div
= 1.0f
/(float)passed_samples
;
253 v3_normalize( average_direction
);
254 v3_normalize( average_normal
);
257 v2_add( min_co
, max_co
, average_coord
);
258 v2_muls( average_coord
, 0.5f
, average_coord
);
260 v3_muls( support_axis
, average_coord
[0], inf
->co
);
261 inf
->co
[1] += average_coord
[1];
262 v3_add( pos
, inf
->co
, inf
->co
);
263 v3_copy( average_normal
, inf
->n
);
264 v3_copy( average_direction
, inf
->dir
);
266 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
267 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
270 return passed_samples
;
273 VG_STATIC
void reset_jump_info( jump_info
*inf
)
276 inf
->land_dist
= 0.0f
;
278 inf
->type
= k_prediction_unset
;
279 v3_zero( inf
->apex
);
282 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
284 v3f target
, float max_angle_delta
,
287 struct player_skate
*s
= &player
->_skate
;
289 /* calculate the exact 2 solutions to jump onto that grind spot */
292 v3_sub( target
, player
->rb
.co
, v0
);
293 m3x3_mulv( player
->invbasis
, v0
, v0
);
301 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
303 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
304 v
= { v3_dot( ax
, v_local
), v_local
[1] };
306 float a
= atan2f( v
[1], v
[0] ),
308 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
313 root
= sqrtf( root
);
314 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
315 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
317 if( fabsf(a0
-a
) < max_angle_delta
){
318 jump_info
*inf
= &jumps
[ valid_count
++ ];
319 reset_jump_info( inf
);
321 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
322 inf
->v
[1] += sinf( a0
) * m
;
323 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
324 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
325 inf
->gravity
= gravity
;
327 v3_copy( target
, inf
->log
[inf
->log_length
++] );
330 if( fabsf(a1
-a
) < max_angle_delta
){
331 jump_info
*inf
= &jumps
[ valid_count
++ ];
332 reset_jump_info( inf
);
334 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
335 inf
->v
[1] += sinf( a1
) * m
;
336 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
337 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
338 inf
->gravity
= gravity
;
340 v3_copy( target
, inf
->log
[inf
->log_length
++] );
348 void player__approximate_best_trajectory( player_instance
*player
)
350 world_instance
*world0
= get_active_world();
352 struct player_skate
*s
= &player
->_skate
;
353 float k_trace_delta
= k_rb_delta
* 10.0f
;
355 s
->state
.air_start
= vg
.time
;
356 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
357 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
359 s
->possible_jump_count
= 0;
362 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
363 v3_normalize( axis
);
365 /* at high slopes, Y component is low */
366 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
367 angle_begin
= -(1.0f
-fabsf( upness
)),
370 struct grind_info grind
;
371 int grind_located
= 0;
372 float grind_located_gravity
= k_gravity
;
375 v3f launch_v_bounds
[2];
377 for( int i
=0; i
<2; i
++ ){
378 v3_copy( player
->rb
.v
, launch_v_bounds
[i
] );
379 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
383 q_axis_angle( qbias
, axis
, ang
);
384 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
387 for( int m
=0;m
<=30; m
++ ){
388 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
389 reset_jump_info( inf
);
391 v3f launch_co
, launch_v
, co0
, co1
;
392 v3_copy( player
->rb
.co
, launch_co
);
393 v3_copy( player
->rb
.v
, launch_v
);
394 v3_copy( launch_co
, co0
);
395 world_instance
*trace_world
= world0
;
397 float vt
= (float)m
* (1.0f
/30.0f
),
398 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
401 q_axis_angle( qbias
, axis
, ang
);
402 q_mulv( qbias
, launch_v
, launch_v
);
404 float yaw_sketch
= 1.0f
-fabsf(upness
);
406 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
407 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
408 q_mulv( qbias
, launch_v
, launch_v
);
410 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
411 gravity
= k_gravity
* gravity_bias
;
412 inf
->gravity
= gravity
;
413 v3_copy( launch_v
, inf
->v
);
416 m3x3_copy( player
->basis
, basis
);
418 for( int i
=1; i
<=50; i
++ ){
419 float t
= (float)i
* k_trace_delta
;
421 v3_muls( launch_v
, t
, co1
);
422 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
423 v3_add( launch_co
, co1
, co1
);
425 float launch_vy
= v3_dot( launch_v
,basis
[1] );
427 int search_for_grind
= 1;
428 if( grind_located
) search_for_grind
= 0;
429 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
433 v3f closest
={0.0f
,0.0f
,0.0f
};
434 if( search_for_grind
){
435 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
436 float min_dist
= 0.75f
;
437 min_dist
*= min_dist
;
439 if( v3_dist2( closest
, launch_co
) < min_dist
)
440 search_for_grind
= 0;
444 for( int j
=0; j
<2; j
++ ){
445 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
446 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
447 v3_add( launch_co
, bound
[j
], bound
[j
] );
450 float limh
= vg_minf( 2.0f
, t
),
451 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
452 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
454 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
455 search_for_grind
= 0;
459 search_for_grind
= 0;
462 if( search_for_grind
){
464 v3_copy( launch_v
, ve
);
465 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
467 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
468 /* check alignment */
469 v2f v0
= { v3_dot( ve
, basis
[0] ),
470 v3_dot( ve
, basis
[2] ) },
471 v1
= { v3_dot( grind
.dir
, basis
[0] ),
472 v3_dot( grind
.dir
, basis
[2] ) };
477 float a
= v2_dot( v0
, v1
);
479 float a_min
= cosf( VG_PIf
* 0.185f
);
480 if( s
->grind_cooldown
)
481 a_min
= cosf( VG_PIf
* 0.05f
);
484 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
486 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
489 grind_located_gravity
= inf
->gravity
;
494 if( trace_world
->rendering_gate
){
495 ent_gate
*gate
= trace_world
->rendering_gate
;
496 if( gate_intersect( gate
, co1
, co0
) ){
497 m4x3_mulv( gate
->transport
, co0
, co0
);
498 m4x3_mulv( gate
->transport
, co1
, co1
);
499 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
500 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
501 m3x3_mul( gate
->transport
, basis
, basis
);
503 if( gate
->type
== k_gate_type_nonlocel
){
504 trace_world
= &world_global
.worlds
[ gate
->target
];
512 float scan_radius
= k_board_radius
;
513 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
515 int idx
= spherecast_world(trace_world
, co0
, co1
, scan_radius
, &t1
, n
);
518 v3_lerp( co0
, co1
, t1
, co
);
519 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
521 v3_copy( n
, inf
->n
);
522 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
523 struct world_surface
*surf
=
524 world_tri_index_surface( trace_world
, tri
[0] );
526 inf
->type
= k_prediction_land
;
529 v3_copy( launch_v
, ve
);
530 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
532 inf
->score
= -v3_dot( ve
, inf
->n
);
533 inf
->land_dist
= t
+ k_trace_delta
* t1
;
535 /* Bias prediction towords ramps */
536 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
539 if( surf
->info
.flags
& k_material_flag_boundary
)
540 s
->possible_jump_count
--;
546 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
551 if( inf
->type
== k_prediction_unset
)
552 s
->possible_jump_count
--;
556 jump_info grind_jumps
[2];
559 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
560 0.175f
*VG_PIf
, grind_located_gravity
);
562 /* knock out original landing points in the 1m area */
563 for( u32 j
=0; j
<s
->possible_jump_count
; j
++ ){
564 jump_info
*jump
= &s
->possible_jumps
[ j
];
565 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
566 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
567 jump
->score
+= descale
*3.0f
;
570 for( int i
=0; i
<valid_count
; i
++ ){
571 jump_info
*jump
= &grind_jumps
[i
];
572 jump
->type
= k_prediction_grind
;
574 v3f launch_v
, launch_co
, co0
, co1
;
576 v3_copy( jump
->v
, launch_v
);
577 v3_copy( player
->rb
.co
, launch_co
);
580 m3x3_copy( player
->basis
, basis
);
582 float t
= 0.05f
* jump
->land_dist
;
583 v3_muls( launch_v
, t
, co0
);
584 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
585 v3_add( launch_co
, co0
, co0
);
587 /* rough scan to make sure we dont collide with anything */
588 for( int j
=1; j
<=16; j
++ ){
589 t
= (float)j
*(1.0f
/16.0f
);
592 t
*= jump
->land_dist
;
594 v3_muls( launch_v
, t
, co1
);
595 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
596 v3_add( launch_co
, co1
, co1
);
601 int idx
= spherecast_world( world0
, co0
,co1
,
602 k_board_radius
*0.1f
, &t1
, n
);
604 goto invalidated_grind
;
610 v3_copy( grind
.n
, jump
->n
);
612 /* determine score */
614 v3_copy( jump
->v
, ve
);
615 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
616 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
618 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
626 float score_min
= INFINITY
,
627 score_max
= -INFINITY
;
629 jump_info
*best
= NULL
;
631 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
632 jump_info
*jump
= &s
->possible_jumps
[i
];
634 if( jump
->score
< score_min
)
637 score_min
= vg_minf( score_min
, jump
->score
);
638 score_max
= vg_maxf( score_max
, jump
->score
);
641 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
642 jump_info
*jump
= &s
->possible_jumps
[i
];
643 float s
= jump
->score
;
646 s
/= (score_max
-score_min
);
650 jump
->colour
= s
* 255.0f
;
654 else if( jump
->type
== k_prediction_land
)
657 jump
->colour
|= 0xff000000;
661 v3_copy( best
->n
, s
->land_normal
);
662 v3_copy( best
->v
, player
->rb
.v
);
663 s
->land_dist
= best
->land_dist
;
665 s
->state
.gravity_bias
= best
->gravity
;
667 if( best
->type
== k_prediction_grind
){
668 s
->state
.activity
= k_skate_activity_air_to_grind
;
672 v2_copy( srinput
.joy_steer
, steer
);
673 v2_normalize_clamp( steer
);
675 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
676 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
678 s
->state
.flip_time
= 0.0f
;
679 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
682 s
->state
.flip_rate
= 0.0f
;
683 v3_zero( s
->state
.flip_axis
);
687 v3_copy( player
->basis
[1], s
->land_normal
);
693 * Varius physics models
694 * ------------------------------------------------
698 * Air control, no real physics
700 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
702 struct player_skate
*s
= &player
->_skate
;
704 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
705 player__approximate_best_trajectory( player
);
707 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
708 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
710 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
713 q_axis_angle( correction
, axis
,
714 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
715 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
718 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
719 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
721 struct player_skate
*s
= &player
->_skate
;
724 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
726 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
727 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
729 v3_mul( strength
, F
, F
);
731 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
732 s
->board_trick_residualv
);
733 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
734 k_rb_delta
, s
->board_trick_residuald
);
736 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
737 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
740 int carry_on
= player_skate_trick_input( player
);
742 /* we assume velocities share a common divisor, in which case the
743 * interval is the minimum value (if not zero) */
745 float min_rate
= 99999.0f
;
747 for( int i
=0; i
<3; i
++ ){
748 float v
= s
->state
.trick_vel
[i
];
749 if( (v
> 0.0f
) && (v
< min_rate
) )
753 float interval
= 1.0f
/ min_rate
,
754 current
= floorf( s
->state
.trick_time
/ interval
),
755 next_end
= (current
+1.0f
) * interval
;
758 /* integrate trick velocities */
759 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
760 s
->state
.trick_euler
);
762 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
763 s
->state
.trick_time
= 0.0f
;
764 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
765 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
766 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
767 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
768 v3_zero( s
->state
.trick_vel
);
771 s
->state
.trick_time
+= k_rb_delta
;
774 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
775 s
->state
.trick_time
> 0.2f
)
777 player__skate_kill_audio( player
);
778 player__dead_transition( player
);
781 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
782 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
783 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
784 s
->state
.trick_time
= 0.0f
;
785 v3_zero( s
->state
.trick_vel
);
789 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
791 struct player_skate
*s
= &player
->_skate
;
793 float grabt
= srinput
.axis_grab
;
796 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
797 s
->state
.grab_mouse_delta
);
799 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
802 v2_zero( s
->state
.grab_mouse_delta
);
804 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
807 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
809 struct player_skate
*s
= &player
->_skate
;
812 float steer
= srinput
.joy_steer
[0],
813 grab
= srinput
.axis_grab
;
815 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
818 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
823 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
824 rate
= 6.0f
* fabsf(steer
);
828 /* rotate slower when grabbing on ground */
829 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
831 if( s
->state
.activity
== k_skate_activity_grind_5050
){
836 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
837 rate
*= fabsf(steer
);
839 float a
= 0.8f
* -steer
* k_rb_delta
;
842 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
843 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
845 v3_normalize( s
->grind_vec
);
848 else if( s
->state
.manual_direction
){
854 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
855 addspeed
= (steer
* -top
) - current
,
856 maxaccel
= rate
* k_rb_delta
,
857 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
859 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
863 * Computes friction and surface interface model
865 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
867 struct player_skate
*s
= &player
->_skate
;
870 * Computing localized friction forces for controlling the character
871 * Friction across X is significantly more than Z
875 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
878 if( fabsf(vel
[2]) > 0.01f
)
879 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
881 if( fabsf( slip
) > 1.2f
)
882 slip
= vg_signf( slip
) * 1.2f
;
884 s
->state
.slip
= slip
;
885 s
->state
.reverse
= -vg_signf(vel
[2]);
887 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
888 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
890 /* Pushing additive force */
892 if( !button_press( k_srbind_jump
) ){
893 if( button_press( k_srbind_push
) || (vg
.time
-s
->state
.start_push
<0.75) )
895 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
896 s
->state
.start_push
= vg
.time
;
898 s
->state
.cur_push
= vg
.time
;
900 double push_time
= vg
.time
- s
->state
.start_push
;
902 float cycle_time
= push_time
*k_push_cycle_rate
,
903 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
904 amt
= accel
* VG_TIMESTEP_FIXED
,
905 current
= v3_length( vel
),
906 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
907 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
909 vel
[2] += delta
* -s
->state
.reverse
;
913 /* Send back to velocity */
914 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
917 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
919 struct player_skate
*s
= &player
->_skate
;
920 int charging_jump_prev
= s
->state
.charging_jump
;
921 s
->state
.charging_jump
= button_press( k_srbind_jump
);
923 /* Cannot charge this in air */
924 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
925 s
->state
.charging_jump
= 0;
929 if( s
->state
.charging_jump
){
930 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
932 if( !charging_jump_prev
)
933 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
936 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
939 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
941 /* player let go after charging past 0.2: trigger jump */
942 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
945 /* Launch more up if alignment is up else improve velocity */
946 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
948 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
950 if( s
->state
.activity
== k_skate_activity_ground
){
951 v3_copy( player
->rb
.v
, jumpdir
);
952 v3_normalize( jumpdir
);
953 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
954 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
955 v3_normalize( jumpdir
);
957 v3_copy( s
->state
.up_dir
, jumpdir
);
958 s
->grind_cooldown
= 30;
959 s
->state
.activity
= k_skate_activity_ground
;
961 float tilt
= srinput
.joy_steer
[0] * 0.4f
;
962 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
965 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
966 q_mulv( qtilt
, jumpdir
, jumpdir
);
968 s
->surface_cooldown
= 10;
970 float force
= k_jump_force
*s
->state
.jump_charge
;
971 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
972 s
->state
.jump_charge
= 0.0f
;
973 s
->state
.jump_time
= vg
.time
;
976 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
981 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
983 struct player_skate
*s
= &player
->_skate
;
985 if( s
->state
.activity
!= k_skate_activity_ground
){
986 v3_zero( s
->state
.throw_v
);
990 /* Throw / collect routine
992 if( srinput
.axis_grab
> 0.5f
){
993 if( s
->state
.activity
== k_skate_activity_ground
){
995 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1000 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1003 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1005 if( s
->state
.activity
== k_skate_activity_ground
){
1006 if( v3_length2(player
->rb
.v
)<(20.0f
*20.0f
) )
1007 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1008 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1011 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1012 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1013 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1017 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1019 v3_copy( s
->state
.throw_v
, dir
);
1020 v3_normalize( dir
);
1022 float max
= v3_dot( dir
, s
->state
.throw_v
),
1023 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1024 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1028 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1030 struct player_skate
*s
= &player
->_skate
;
1032 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1033 v3_copy( s
->state
.up_dir
, ideal_dir
);
1034 v3_normalize( ideal_dir
);
1036 v3_muladds( player
->rb
.co
, ideal_dir
,
1037 1.0f
-srinput
.axis_grab
, ideal_cog
);
1038 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1040 /* Apply velocities */
1042 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1045 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1046 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1048 float ra
= k_cog_mass_ratio
,
1049 rb
= 1.0f
-k_cog_mass_ratio
;
1051 /* Apply forces & intergrate */
1052 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1053 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1056 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1060 VG_STATIC
void skate_integrate( player_instance
*player
)
1062 struct player_skate
*s
= &player
->_skate
;
1064 float decay_rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1065 decay_rate_z
= decay_rate_x
,
1066 decay_rate_y
= 1.0f
;
1068 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1070 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1071 decay_rate_y
= decay_rate
;
1073 decay_rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1074 decay_rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1075 decay_rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1078 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate_x
,
1079 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1080 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate_z
;
1082 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1083 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1084 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1086 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1087 rb_update_transform( &player
->rb
);
1094 VG_STATIC
void skate_copy_holdout( player_instance
*player
)
1096 struct player_skate
*s
= &player
->_skate
;
1097 struct player_avatar
*av
= player
->playeravatar
;
1098 struct skeleton
*sk
= &av
->sk
;
1099 skeleton_copy_pose( sk
, s
->holdout
, player
->holdout_pose
);
1102 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1104 return (button_press( k_srbind_trick0
) ) |
1105 (button_press( k_srbind_trick1
) << 1) |
1106 (button_press( k_srbind_trick2
) << 1) |
1107 (button_press( k_srbind_trick2
) );
1110 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1112 struct player_skate
*s
= &player
->_skate
;
1114 if( button_down( k_srbind_use
) ){
1115 player
->subsystem
= k_player_subsystem_walk
;
1118 v3_copy( player
->cam
.angles
, angles
);
1121 skate_copy_holdout( player
);
1122 player
->holdout_time
= 0.34f
;
1123 player__skate_kill_audio( player
);
1124 player__walk_transition( player
, angles
);
1129 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1130 (trick_id
= player_skate_trick_input( player
)) )
1132 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1133 v3_zero( s
->state
.trick_vel
);
1134 s
->state
.trick_time
= 0.0f
;
1136 if( trick_id
== 1 ){
1137 s
->state
.trick_vel
[0] = 3.0f
;
1139 else if( trick_id
== 2 ){
1140 s
->state
.trick_vel
[2] = 3.0f
;
1142 else if( trick_id
== 3 ){
1143 s
->state
.trick_vel
[0] = 2.0f
;
1144 s
->state
.trick_vel
[2] = 2.0f
;
1150 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1152 struct player_skate
*s
= &player
->_skate
;
1154 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1155 jump_info
*jump
= &s
->possible_jumps
[i
];
1157 if( jump
->log_length
== 0 ){
1158 vg_fatal_error( "assert: jump->log_length == 0\n" );
1161 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1162 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1164 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1165 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1168 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1171 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1172 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1174 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1179 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1180 speed
= v3_length( player
->rb
.v
),
1181 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1182 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
);
1184 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1188 static float menu_gate
= 1.0f
;
1189 menu_gate
= vg_lerpf( menu_gate
, 1-cl_menu
, vg
.time_frame_delta
*4.0f
);
1192 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * menu_gate
,
1193 vol_air
= sqrtf( air
*attn
* 0.5f
) * menu_gate
,
1194 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * menu_gate
;
1196 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1199 s
->aud_air
= audio_get_first_idle_channel();
1201 audio_channel_init( s
->aud_air
, &audio_board
[1], flags
);
1204 if( !s
->aud_slide
){
1205 s
->aud_slide
= audio_get_first_idle_channel();
1207 audio_channel_init( s
->aud_slide
, &audio_board
[2], flags
);
1211 /* brrrrrrrrrrrt sound for tiles and stuff
1212 * --------------------------------------------------------*/
1213 float sidechain_amt
= 0.0f
,
1214 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1216 if( (s
->surface
== k_surface_prop_tiles
) &&
1217 (s
->state
.activity
< k_skate_activity_grind_any
) )
1218 sidechain_amt
= 1.0f
;
1220 sidechain_amt
= 0.0f
;
1222 audio_set_lfo_frequency( 0, hz
);
1223 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1224 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1226 if( s
->sample_change_cooldown
> 0.0f
){
1227 s
->sample_change_cooldown
-= vg
.time_frame_delta
;
1230 int sample_type
= k_skate_sample_concrete
;
1232 if( s
->state
.activity
== k_skate_activity_grind_5050
){
1233 if( s
->surface
== k_surface_prop_metal
)
1234 sample_type
= k_skate_sample_metal_scrape_generic
;
1236 sample_type
= k_skate_sample_concrete_scrape_metal
;
1238 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1239 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1241 if( s
->surface
== k_surface_prop_metal
){
1242 sample_type
= k_skate_sample_metal_scrape_generic
;
1245 float a
= v3_dot( player
->rb
.to_world
[2], s
->grind_dir
);
1246 if( fabsf(a
) > 0.70710678118654752f
)
1247 sample_type
= k_skate_sample_concrete_scrape_wood
;
1249 sample_type
= k_skate_sample_concrete_scrape_metal
;
1252 else if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1253 if( s
->surface
== k_surface_prop_metal
)
1254 sample_type
= k_skate_sample_metal_scrape_generic
;
1256 sample_type
= k_skate_sample_concrete_scrape_wood
;
1259 audio_clip
*relevant_samples
[] = {
1267 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1269 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1271 s
->sample_change_cooldown
= 0.1f
;
1272 s
->main_sample_type
= sample_type
;
1277 s
->aud_main
->colour
= 0x00103efe;
1278 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1279 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1280 audio_channel_edit_volume( s
->aud_main
, vol_main
, 1 );
1281 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1283 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1284 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1288 s
->aud_slide
->colour
= 0x00103efe;
1289 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1290 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1291 audio_channel_edit_volume( s
->aud_slide
, vol_slide
, 1 );
1292 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1296 s
->aud_air
->colour
= 0x00103efe;
1297 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1298 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1299 audio_channel_edit_volume( s
->aud_air
, vol_air
, 1 );
1306 * truck alignment model at ra(local)
1307 * returns 1 if valid surface:
1308 * surface_normal will be filled out with an averaged normal vector
1309 * axel_dir will be the direction from left to right wheels
1311 * returns 0 if no good surface found
1314 int skate_compute_surface_alignment( player_instance
*player
,
1316 v3f surface_normal
, v3f axel_dir
)
1318 struct player_skate
*s
= &player
->_skate
;
1319 world_instance
*world
= get_active_world();
1321 v3f truck
, left
, right
;
1322 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1324 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1325 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1326 vg_line( left
, right
, colour
);
1328 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1330 ray_hit ray_l
, ray_r
;
1333 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1335 int res_l
= 0, res_r
= 0;
1337 for( int i
=0; i
<8; i
++ )
1339 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1340 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1341 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1342 ray_l
.dist
= 2.1f
* k_board_radius
;
1344 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1350 for( int i
=0; i
<8; i
++ )
1352 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1353 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1354 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1355 ray_r
.dist
= 2.1f
* k_board_radius
;
1357 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1365 v3f tangent_average
;
1366 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1367 v3_zero( tangent_average
);
1369 if( res_l
|| res_r
)
1372 v3_copy( midpoint
, p0
);
1373 v3_copy( midpoint
, p1
);
1377 v3_copy( ray_l
.pos
, p0
);
1378 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1379 v3_add( t
, tangent_average
, tangent_average
);
1383 v3_copy( ray_r
.pos
, p1
);
1384 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1385 v3_add( t
, tangent_average
, tangent_average
);
1388 v3_sub( p1
, p0
, v0
);
1393 /* fallback: use the closes point to the trucks */
1395 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1399 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1402 for( int j
=0; j
<3; j
++ )
1403 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1405 v3f vert0
, vert1
, n
;
1406 v3_sub( verts
[1], verts
[0], vert0
);
1407 v3_sub( verts
[2], verts
[0], vert1
);
1408 v3_cross( vert0
, vert1
, n
);
1411 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1414 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1415 v3_muladds( v0
, player
->rb
.to_world
[2],
1416 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1420 v3_cross( n
, player
->rb
.to_world
[0], t
);
1421 v3_add( t
, tangent_average
, tangent_average
);
1427 v3_muladds( truck
, v0
, k_board_width
, right
);
1428 v3_muladds( truck
, v0
, -k_board_width
, left
);
1430 vg_line( left
, right
, VG__WHITE
);
1432 v3_normalize( tangent_average
);
1433 v3_cross( v0
, tangent_average
, surface_normal
);
1434 v3_copy( v0
, axel_dir
);
1439 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1441 struct player_skate
*s
= &player
->_skate
;
1442 v3_zero( s
->weight_distribution
);
1444 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1446 if( s
->state
.manual_direction
== 0 ){
1447 if( (srinput
.joy_steer
[1] > 0.7f
) &&
1448 (s
->state
.activity
== k_skate_activity_ground
) &&
1449 (s
->state
.jump_charge
<= 0.01f
) )
1450 s
->state
.manual_direction
= reverse_dir
;
1453 if( srinput
.joy_steer
[1] < 0.1f
){
1454 s
->state
.manual_direction
= 0;
1457 if( reverse_dir
!= s
->state
.manual_direction
){
1463 if( s
->state
.manual_direction
){
1464 float amt
= vg_minf( srinput
.joy_steer
[1] * 8.0f
, 1.0f
);
1465 s
->weight_distribution
[2] = k_board_length
* amt
*
1466 (float)s
->state
.manual_direction
;
1469 if( s
->state
.manual_direction
){
1472 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1473 v3_negate( plane_z
, plane_z
);
1475 v3_muladds( plane_z
, s
->surface_picture
,
1476 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1477 v3_normalize( plane_z
);
1479 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1480 v3_normalize( plane_z
);
1483 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1484 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1487 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1490 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1491 k_manul_spring
, k_manul_dampener
,
1496 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1498 struct player_skate
*s
= &player
->_skate
;
1500 if( s
->state
.activity
== k_skate_activity_ground
){
1502 v3_copy( s
->surface_picture
, target
);
1504 target
[1] += 2.0f
* s
->surface_picture
[1];
1505 v3_normalize( target
);
1507 v3_lerp( s
->state
.up_dir
, target
,
1508 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1510 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1511 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1512 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1515 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1516 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1520 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1523 v3_sub( target
, origin
, dir
);
1526 ray
.dist
= v3_length( dir
);
1527 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1530 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1536 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1538 v3_copy( inf
->dir
, mtx
[0] );
1539 v3_copy( inf
->n
, mtx
[1] );
1540 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1543 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1544 struct grind_info
*inf
, float strength
)
1547 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1548 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1550 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1551 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1552 F
= a
* -dir
* k_grind_max_friction
;
1554 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1557 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1558 struct grind_info
*inf
, float strength
)
1561 skate_grind_orient( inf
, mtx
);
1562 m3x3_transpose( mtx
, mtx_inv
);
1565 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1567 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1568 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1569 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1572 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1573 float sign
, struct grind_info
*inf
,
1576 struct player_skate
*s
= &player
->_skate
;
1579 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1581 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1582 v3_add( player
->rb
.co
, raw
, wsp
);
1584 v3_copy( ra
, s
->weight_distribution
);
1587 v3_sub( inf
->co
, wsp
, delta
);
1590 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1593 skate_grind_decay( player
, inf
, strength
);
1594 skate_grind_friction( player
, inf
, strength
);
1596 /* yeah yeah yeah yeah */
1597 v3f raw_nplane
, axis
;
1598 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1599 v3_cross( raw_nplane
, inf
->n
, axis
);
1600 v3_normalize( axis
);
1604 skate_grind_orient( inf
, mtx
);
1605 v3f target_fwd
, fwd
, up
, target_up
;
1606 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1607 v3_copy( raw_nplane
, fwd
);
1608 v3_copy( player
->rb
.to_world
[1], up
);
1609 v3_copy( inf
->n
, target_up
);
1611 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1612 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1614 v3_normalize( target_fwd
);
1615 v3_normalize( fwd
);
1618 float way
= srinput
.joy_steer
[1] *
1619 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1622 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1623 q_mulv( q
, target_up
, target_up
);
1624 q_mulv( q
, target_fwd
, target_fwd
);
1626 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1631 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1632 k_grind_spring
*strength
,
1633 k_grind_dampener
*strength
,
1636 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1637 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1638 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1640 s
->grind_strength
= strength
;
1643 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1644 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1645 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1648 v3_copy( inf
->dir
, s
->grind_dir
);
1651 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1652 struct grind_info
*inf_front
,
1653 struct grind_info
*inf_back
)
1655 struct player_skate
*s
= &player
->_skate
;
1656 struct grind_info inf_avg
;
1658 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1659 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1660 v3_normalize( inf_avg
.dir
);
1662 v3f axis_front
, axis_back
, axis
;
1663 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1664 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1665 v3_add( axis_front
, axis_back
, axis
);
1666 v3_normalize( axis
);
1668 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1669 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1672 float way
= srinput
.joy_steer
[1] *
1673 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1676 v3_copy( player
->rb
.to_world
[1], up
);
1677 v3_copy( inf_avg
.n
, target_up
);
1678 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1679 q_mulv( q
, target_up
, target_up
);
1681 v3_zero( s
->weight_distribution
);
1682 s
->weight_distribution
[2] = k_board_length
* -way
;
1684 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1689 v3f fwd_nplane
, dir_nplane
;
1690 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1691 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1694 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1695 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1697 v3_normalize( fwd_nplane
);
1698 v3_normalize( dir_nplane
);
1700 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1705 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1706 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1707 delta_front
, delta_back
, delta_total
;
1709 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1710 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1712 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1713 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1714 v3_add( delta_front
, delta_back
, delta_total
);
1716 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1719 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1720 v3_zero( limit
->ra
);
1721 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1724 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1727 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1728 struct grind_info
*inf
)
1730 struct player_skate
*s
= &player
->_skate
;
1732 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1733 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1735 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1736 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1738 /* Exit condition: lost grind tracking */
1739 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1742 /* Exit condition: cant see grind target directly */
1743 if( !skate_point_visible( wheel_co
, inf
->co
) )
1746 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1747 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1748 minv
= k_grind_axel_min_vel
*0.8f
;
1753 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1756 v3_copy( inf
->dir
, s
->grind_dir
);
1760 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1761 struct grind_info
*inf
)
1763 struct player_skate
*s
= &player
->_skate
;
1766 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1769 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1770 v3_add( player
->rb
.co
, raw
, wsp
);
1772 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1774 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1777 /* velocity should be at least 60% aligned */
1779 v3_cross( inf
->n
, inf
->dir
, axis
);
1780 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1782 if( v3_length2( pv
) < 0.0001f
)
1786 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1789 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1793 /* check for vertical alignment */
1794 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1798 v3f local_co
, local_dir
, local_n
;
1799 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1800 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1801 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1803 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1805 float truck_height
= -(k_board_radius
+0.03f
);
1808 v3_cross( player
->rb
.w
, raw
, rv
);
1809 v3_add( player
->rb
.v
, rv
, rv
);
1811 if( (local_co
[1] >= truck_height
) &&
1812 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1821 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1822 struct grind_info
*inf
)
1824 struct player_skate
*s
= &player
->_skate
;
1826 v3f local_co
, local_dir
, local_n
;
1827 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1828 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1829 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1832 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1834 v3_copy( intersection
, s
->weight_distribution
);
1836 skate_grind_decay( player
, inf
, 0.0125f
);
1837 skate_grind_friction( player
, inf
, 0.25f
);
1839 /* direction alignment */
1841 v3_cross( local_dir
, local_n
, perp
);
1842 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1843 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1845 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1846 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1849 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1850 q_mulv( qbalance
, perp
, perp
);
1852 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1854 k_grind_spring
, k_grind_dampener
,
1857 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1859 k_grind_spring
, k_grind_dampener
,
1862 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1863 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1865 v3_copy( inf
->dir
, s
->grind_dir
);
1868 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1869 struct grind_info
*inf
)
1871 struct player_skate
*s
= &player
->_skate
;
1873 if( skate_grind_scansq( player
, player
->rb
.co
,
1874 player
->rb
.to_world
[0], k_board_length
,
1877 v3f local_co
, local_dir
;
1878 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1879 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1881 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1882 (local_co
[1] >= 0.0f
) && /* at deck level */
1883 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1885 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1895 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1896 struct grind_info
*inf
)
1898 struct player_skate
*s
= &player
->_skate
;
1900 if( !skate_grind_scansq( player
, player
->rb
.co
,
1901 player
->rb
.to_world
[0], k_board_length
,
1905 /* Exit condition: cant see grind target directly */
1907 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1908 if( !skate_point_visible( vis
, inf
->co
) )
1911 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1912 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1913 minv
= k_grind_axel_min_vel
*0.8f
;
1918 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1924 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1925 struct grind_info
*inf
)
1927 struct player_skate
*s
= &player
->_skate
;
1930 skate_grind_orient( inf
, mtx
);
1931 m3x3_transpose( mtx
, mtx
);
1934 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1936 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1937 v3_normalize( s
->grind_vec
);
1938 v3_copy( inf
->dir
, s
->grind_dir
);
1941 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1943 struct player_skate
*s
= &player
->_skate
;
1945 if( s
->grind_cooldown
> 100 ){
1946 vg_fatal_error( "wth!\n" );
1949 /* debounces this state manager a little bit */
1950 if( s
->grind_cooldown
){
1951 s
->grind_cooldown
--;
1952 return k_skate_activity_undefined
;
1955 struct grind_info inf_back50
,
1966 if( s
->state
.activity
== k_skate_activity_grind_5050
||
1967 s
->state
.activity
== k_skate_activity_grind_back50
||
1968 s
->state
.activity
== k_skate_activity_grind_front50
)
1970 float tilt
= srinput
.joy_steer
[1];
1972 if( fabsf(tilt
) >= 0.25f
){
1973 v3f raw
= {0.0f
,0.0f
,tilt
};
1974 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
1976 float way
= tilt
* vg_signf( v3_dot( raw
, player
->rb
.v
) );
1978 if( way
< 0.0f
) allow_front
= 0;
1979 else allow_back
= 0;
1983 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1984 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1986 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1987 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1990 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1992 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
1993 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1996 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1998 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2000 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2002 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2005 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2008 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2011 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2013 if( res_back50
!= res_front50
){
2014 int wants_to_do_that
= fabsf(srinput
.joy_steer
[1]) >= 0.25f
;
2016 res_back50
&= wants_to_do_that
;
2017 res_front50
&= wants_to_do_that
;
2021 const enum skate_activity table
[] =
2022 { /* slide | back | front */
2023 k_skate_activity_undefined
, /* 0 0 0 */
2024 k_skate_activity_grind_front50
, /* 0 0 1 */
2025 k_skate_activity_grind_back50
, /* 0 1 0 */
2026 k_skate_activity_grind_5050
, /* 0 1 1 */
2028 /* slide has priority always */
2029 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2030 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2031 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2032 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2034 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2036 if( new_activity
== k_skate_activity_undefined
){
2037 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2038 s
->grind_cooldown
= 15;
2039 s
->surface_cooldown
= 10;
2042 else if( new_activity
== k_skate_activity_grind_boardslide
){
2043 skate_boardslide_apply( player
, &inf_slide
);
2045 else if( new_activity
== k_skate_activity_grind_back50
){
2046 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
2047 skate_store_grind_vec( player
, &inf_back50
);
2049 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2051 else if( new_activity
== k_skate_activity_grind_front50
){
2052 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2053 skate_store_grind_vec( player
, &inf_front50
);
2055 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2057 else if( new_activity
== k_skate_activity_grind_5050
)
2058 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2060 return new_activity
;
2063 VG_STATIC
void player__skate_update( player_instance
*player
)
2065 struct player_skate
*s
= &player
->_skate
;
2066 world_instance
*world
= get_active_world();
2068 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2069 s
->state
.activity_prev
= s
->state
.activity
;
2071 struct board_collider
2078 enum board_collider_state
2080 k_collider_state_default
,
2081 k_collider_state_disabled
,
2082 k_collider_state_colliding
2089 { 0.0f
, 0.0f
, -k_board_length
},
2090 .radius
= k_board_radius
,
2094 { 0.0f
, 0.0f
, k_board_length
},
2095 .radius
= k_board_radius
,
2102 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2104 float min_dist
= 0.6f
;
2105 for( int i
=0; i
<2; i
++ ){
2107 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2109 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2110 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2114 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2115 vy
= vg_maxf( 0.0f
, vy
);
2117 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2119 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2121 wheels
[0].pos
[1] = s
->state
.slap
;
2122 wheels
[1].pos
[1] = s
->state
.slap
;
2128 const int k_wheel_count
= 2;
2130 s
->substep
= k_rb_delta
;
2131 s
->substep_delta
= s
->substep
;
2134 int substep_count
= 0;
2136 v3_zero( s
->surface_picture
);
2138 int prev_contacts
[2];
2140 for( int i
=0; i
<k_wheel_count
; i
++ ){
2141 wheels
[i
].state
= k_collider_state_default
;
2142 prev_contacts
[i
] = s
->wheel_contacts
[i
];
2145 /* check if we can enter or continue grind */
2146 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2147 if( grindable_activity
!= k_skate_activity_undefined
){
2148 s
->state
.activity
= grindable_activity
;
2152 int contact_count
= 0;
2153 for( int i
=0; i
<2; i
++ ){
2155 v3_copy( player
->rb
.to_world
[0], axel
);
2157 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2158 wheels
[i
].colour
, normal
, axel
) )
2160 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2162 k_surface_spring
, k_surface_dampener
,
2165 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2167 s
->wheel_contacts
[i
] = 1;
2170 s
->wheel_contacts
[i
] = 0;
2173 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2176 if( s
->surface_cooldown
){
2177 s
->surface_cooldown
--;
2181 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2183 for( int i
=0; i
<2; i
++ ){
2184 if( !prev_contacts
[i
] ){
2186 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2187 audio_oneshot_3d( &audio_taps
[rand()%4], co
, 40.0f
, 0.75f
);
2193 if( contact_count
){
2194 s
->state
.activity
= k_skate_activity_ground
;
2195 s
->state
.gravity_bias
= k_gravity
;
2196 v3_normalize( s
->surface_picture
);
2198 skate_apply_friction_model( player
);
2199 skate_weight_distribute( player
);
2202 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2203 s
->state
.activity
= k_skate_activity_air
;
2205 v3_zero( s
->weight_distribution
);
2206 skate_apply_air_model( player
);
2211 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2212 wheels
[1].state
= k_collider_state_disabled
;
2213 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2214 wheels
[0].state
= k_collider_state_disabled
;
2215 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2216 wheels
[0].state
= k_collider_state_disabled
;
2217 wheels
[1].state
= k_collider_state_disabled
;
2220 /* all activities */
2221 skate_apply_steering_model( player
);
2222 skate_adjust_up_direction( player
);
2223 skate_apply_cog_model( player
);
2224 skate_apply_jump_model( player
);
2225 skate_apply_grab_model( player
);
2226 skate_apply_trick_model( player
);
2227 skate_apply_pump_model( player
);
2232 * Phase 0: Continous collision detection
2233 * --------------------------------------------------------------------------
2236 v3f head_wp0
, head_wp1
, start_co
;
2237 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2238 v3_copy( player
->rb
.co
, start_co
);
2240 /* calculate transform one step into future */
2243 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2245 if( v3_length2( player
->rb
.w
) > 0.0f
){
2248 v3_copy( player
->rb
.w
, axis
);
2250 float mag
= v3_length( axis
);
2251 v3_divs( axis
, mag
, axis
);
2252 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2253 q_mul( rotation
, player
->rb
.q
, future_q
);
2254 q_normalize( future_q
);
2257 v4_copy( player
->rb
.q
, future_q
);
2259 v3f future_cg
, current_cg
, cg_offset
;
2260 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2261 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2262 v3_sub( future_cg
, current_cg
, cg_offset
);
2264 /* calculate the minimum time we can move */
2265 float max_time
= s
->substep
;
2267 for( int i
=0; i
<k_wheel_count
; i
++ ){
2268 if( wheels
[i
].state
== k_collider_state_disabled
)
2271 v3f current
, future
, r_cg
;
2273 q_mulv( future_q
, wheels
[i
].pos
, future
);
2274 v3_add( future
, future_co
, future
);
2275 v3_add( cg_offset
, future
, future
);
2277 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2278 v3_add( current
, player
->rb
.co
, current
);
2283 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2284 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2285 max_time
= vg_minf( max_time
, t
* s
->substep
);
2288 /* clamp to a fraction of delta, to prevent locking */
2289 float rate_lock
= substep_count
;
2290 rate_lock
*= k_rb_delta
* 0.1f
;
2291 rate_lock
*= rate_lock
;
2293 max_time
= vg_maxf( max_time
, rate_lock
);
2294 s
->substep_delta
= max_time
;
2297 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2298 if( v3_length2( player
->rb
.w
) > 0.0f
){
2301 v3_copy( player
->rb
.w
, axis
);
2303 float mag
= v3_length( axis
);
2304 v3_divs( axis
, mag
, axis
);
2305 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2306 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2307 q_normalize( player
->rb
.q
);
2309 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2310 v3_sub( current_cg
, future_cg
, cg_offset
);
2311 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2314 rb_update_transform( &player
->rb
);
2315 v3_muladds( player
->rb
.v
, player
->basis
[1],
2316 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2318 s
->substep
-= s
->substep_delta
;
2320 rb_ct manifold
[128];
2321 int manifold_len
= 0;
2324 * Phase -1: head detection
2325 * --------------------------------------------------------------------------
2327 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2331 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2332 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2334 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2335 rb_update_transform( &player
->rb
);
2337 player__skate_kill_audio( player
);
2338 player__dead_transition( player
);
2343 * Phase 1: Regular collision detection
2344 * --------------------------------------------------------------------------
2347 for( int i
=0; i
<k_wheel_count
; i
++ ){
2348 if( wheels
[i
].state
== k_collider_state_disabled
)
2352 m3x3_identity( mtx
);
2353 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2355 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2357 rb_ct
*man
= &manifold
[ manifold_len
];
2359 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2361 wheels
[i
].state
= k_collider_state_colliding
;
2366 float grind_radius
= k_board_radius
* 0.75f
;
2367 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2368 .radius
=grind_radius
};
2370 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2371 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2372 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2373 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2374 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2376 rb_ct
*cman
= &manifold
[manifold_len
];
2378 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2382 for( int i
=0; i
<l
; i
++ )
2383 cman
[l
].type
= k_contact_type_edge
;
2384 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2385 l
= rb_manifold_apply_filtered( cman
, l
);
2390 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2393 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2394 for( int i
=0; i
<s
->limit_count
; i
++ ){
2395 struct grind_limit
*limit
= &s
->limits
[i
];
2396 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2397 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2398 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2400 ct
->type
= k_contact_type_default
;
2406 * --------------------------------------------------------------------------
2411 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2412 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2414 for( int i
=0; i
<manifold_len
; i
++ ){
2415 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2416 rb_debug_contact( &manifold
[i
] );
2419 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2420 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2421 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2422 ey2
= k_board_interia
*extent
[1]*extent
[1],
2423 ez2
= k_board_interia
*extent
[2]*extent
[2];
2425 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2426 float inv_mass
= 1.0f
/mass
;
2429 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2430 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2431 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2434 m3x3_identity( iI
);
2441 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2442 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2444 for( int j
=0; j
<10; j
++ ){
2445 for( int i
=0; i
<manifold_len
; i
++ ){
2447 * regular dance; calculate velocity & total mass, apply impulse.
2450 struct contact
*ct
= &manifold
[i
];
2453 v3_sub( ct
->co
, world_cog
, delta
);
2454 v3_cross( player
->rb
.w
, delta
, rv
);
2455 v3_add( player
->rb
.v
, rv
, rv
);
2458 v3_cross( delta
, ct
->n
, raCn
);
2461 m3x3_mulv( iIw
, raCn
, raCnI
);
2463 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2464 vn
= v3_dot( rv
, ct
->n
),
2465 lambda
= normal_mass
* ( -vn
);
2467 float temp
= ct
->norm_impulse
;
2468 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2469 lambda
= ct
->norm_impulse
- temp
;
2472 v3_muls( ct
->n
, lambda
, impulse
);
2474 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2475 v3_cross( delta
, impulse
, impulse
);
2476 m3x3_mulv( iIw
, impulse
, impulse
);
2477 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2479 v3_cross( player
->rb
.w
, delta
, rv
);
2480 v3_add( player
->rb
.v
, rv
, rv
);
2481 vn
= v3_dot( rv
, ct
->n
);
2486 rb_depenetrate( manifold
, manifold_len
, dt
);
2487 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2488 rb_update_transform( &player
->rb
);
2492 if( s
->substep
>= 0.0001f
)
2493 goto begin_collision
; /* again! */
2496 * End of collision and dynamics routine
2497 * --------------------------------------------------------------------------
2500 s
->surface
= k_surface_prop_concrete
;
2502 for( int i
=0; i
<manifold_len
; i
++ ){
2503 rb_ct
*ct
= &manifold
[i
];
2504 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2506 if( surf
->info
.surface_prop
> s
->surface
)
2507 s
->surface
= surf
->info
.surface_prop
;
2510 for( int i
=0; i
<k_wheel_count
; i
++ ){
2512 m3x3_copy( player
->rb
.to_world
, mtx
);
2513 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2514 debug_sphere( mtx
, wheels
[i
].radius
,
2515 (u32
[]){ VG__WHITE
, VG__BLACK
,
2516 wheels
[i
].colour
}[ wheels
[i
].state
]);
2519 skate_integrate( player
);
2520 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2523 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2526 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2527 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2528 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2529 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2530 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2531 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2532 s
->state
.head_position
);
2533 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2535 v4f transport_rotation
;
2536 m3x3_q( gate
->transport
, transport_rotation
);
2537 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2538 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2539 s
->state
.smoothed_rotation
);
2540 rb_update_transform( &player
->rb
);
2542 s
->state_gate_storage
= s
->state
;
2543 player__pass_gate( player
, gate
);
2546 /* FIXME: Rate limit */
2547 static int stick_frames
= 0;
2549 if( s
->state
.activity
>= k_skate_activity_ground
)
2554 if( stick_frames
> 5 ) stick_frames
= 5;
2556 if( stick_frames
== 4 ){
2559 if( s
->state
.activity
== k_skate_activity_ground
){
2560 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2561 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2565 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2569 else if( s
->surface
== k_surface_prop_metal
){
2570 audio_oneshot_3d( &audio_board
[3], player
->rb
.co
, 40.0f
, 1.0f
);
2573 audio_oneshot_3d( &audio_board
[8], player
->rb
.co
, 40.0f
, 1.0f
);
2577 } else if( stick_frames
== 0 ){
2582 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2584 struct player_skate
*s
= &player
->_skate
;
2585 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2588 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2591 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2595 const char *activity_txt
[] =
2600 "undefined (INVALID)",
2601 "grind_any (INVALID)",
2603 "grind_metallic (INVALID)",
2609 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2611 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2612 s
->state
.steerx_s
, s
->state
.steery_s
,
2613 k_steer_ground
, k_steer_air
);
2615 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2616 s
->state
.flip_time
);
2617 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2618 s
->state
.trick_vel
[0],
2619 s
->state
.trick_vel
[1],
2620 s
->state
.trick_vel
[2] );
2621 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2622 s
->state
.trick_euler
[0],
2623 s
->state
.trick_euler
[1],
2624 s
->state
.trick_euler
[2] );
2627 VG_STATIC
void player__skate_animate( player_instance
*player
,
2628 player_animation
*dest
)
2630 struct player_skate
*s
= &player
->_skate
;
2631 struct player_avatar
*av
= player
->playeravatar
;
2632 struct skeleton
*sk
= &av
->sk
;
2635 float kheight
= 2.0f
,
2641 v3f cog_local
, cog_ideal
;
2642 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2644 v3_copy( s
->state
.up_dir
, cog_ideal
);
2645 v3_normalize( cog_ideal
);
2646 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2648 v3_sub( cog_ideal
, cog_local
, offset
);
2651 v3_muls( offset
, 4.0f
, offset
);
2654 float curspeed
= v3_length( player
->rb
.v
),
2655 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2656 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2657 sign
= vg_signf( kicks
);
2659 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2660 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2663 offset
[0] += s
->wobble
[1]*3.0f
;
2668 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2669 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2671 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2674 * Animation blending
2675 * ===========================================
2680 float desired
= 0.0f
;
2681 if( s
->state
.activity
== k_skate_activity_ground
)
2682 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2684 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2687 /* movement information */
2689 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2691 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2692 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2693 fly
= iair
? 1.0f
: 0.0f
,
2694 wdist
= s
->weight_distribution
[2] / k_board_length
;
2696 if( s
->state
.activity
>= k_skate_activity_grind_any
)
2699 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2700 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2701 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2702 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2705 mdl_keyframe apose
[32], bpose
[32];
2706 mdl_keyframe ground_pose
[32];
2708 /* when the player is moving fast he will crouch down a little bit */
2709 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2710 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2713 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2714 stand_blend
= offset
[1]*-2.0f
;
2717 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2719 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2721 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2722 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2723 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2726 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2727 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2728 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2731 double push_time
= vg
.time
- s
->state
.start_push
;
2732 s
->blend_push
= vg_lerpf( s
->blend_push
,
2733 (vg
.time
- s
->state
.cur_push
) < 0.125,
2734 6.0f
*vg
.time_delta
);
2736 if( s
->state
.reverse
> 0.0f
)
2737 skeleton_sample_anim( sk
, s
->anim_push
, push_time
, bpose
);
2739 skeleton_sample_anim( sk
, s
->anim_push_reverse
, push_time
, bpose
);
2741 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2744 float jump_start_frame
= 14.0f
/30.0f
;
2746 float charge
= s
->state
.jump_charge
;
2747 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2749 float setup_frame
= charge
* jump_start_frame
,
2750 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2752 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2753 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2754 setup_frame
= jump_frame
;
2756 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2758 s
->anim_ollie_reverse
;
2760 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2761 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2764 mdl_keyframe air_pose
[32];
2766 float target
= -srinput
.joy_steer
[1];
2768 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2770 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2771 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2773 static v2f grab_choice
;
2776 v2_copy( srinput
.joy_grab
, grab_input
);
2777 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2779 if( v2_length2( grab_input
) <= 0.001f
)
2780 grab_input
[0] = -1.0f
;
2782 v2_normalize_clamp( grab_input
);
2783 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2785 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2786 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2787 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2789 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2790 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2793 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2796 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2797 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2798 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2799 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2800 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2801 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2802 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2803 &dest
->pose
[av
->id_wheel_l
-1] };
2806 mdl_keyframe grind_pose
[32];
2808 float grind_frame
= 0.5f
;
2810 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2812 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2816 float grind
=s
->state
.activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2817 s
->blend_grind
= vg_lerpf( s
->blend_grind
, grind
, 5.0f
*vg
.time_delta
);
2818 s
->blend_grind_balance
=vg_lerpf( s
->blend_grind_balance
,
2819 grind_frame
, 5.0f
*vg
.time_delta
);
2821 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
2823 skeleton_sample_anim( sk
, s
->anim_grind
, grind_frame
, apose
);
2824 skeleton_sample_anim( sk
, s
->anim_grind_jump
, grind_frame
, bpose
);
2825 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_jump
, grind_pose
);
2827 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2829 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2831 /* additive effects */
2833 u32 apply_to
[] = { av
->id_hip
,
2837 av
->id_ik_elbow_r
};
2839 float apply_rates
[] = { 1.0f
,
2845 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2846 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2847 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2850 /* angle correction */
2851 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2853 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2854 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2855 vg_warn( "FIX THIS! CARROT\n" );
2856 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2858 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
,
2859 2.0f
*vg
.time_frame_delta
,
2860 s
->state
.smoothed_rotation
);
2861 q_normalize( s
->state
.smoothed_rotation
);
2863 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2864 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2865 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2866 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2867 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2868 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2870 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2871 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2872 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2873 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2876 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2877 v3_normalize( ndir
);
2879 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2881 float a
= v3_dot( ndir
, up
);
2882 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2885 v4f qfixup
, qcounteryaw
, qtotal
;
2887 v3_cross( up
, ndir
, axis
);
2888 q_axis_angle( qfixup
, axis
, a
);
2890 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2891 q_mul( qcounteryaw
, qfixup
, qtotal
);
2892 q_normalize( qtotal
);
2894 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2896 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2898 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2899 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2901 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2906 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2907 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2909 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2910 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2915 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2918 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2920 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2921 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2922 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2924 q_mul( qpitchr
, qrollr
, qtrickr
);
2925 q_mul( qyawr
, qtrickr
, qtotal
);
2926 q_normalize( qtotal
);
2928 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2931 /* trick rotation */
2932 v4f qtrick
, qyaw
, qpitch
, qroll
;
2934 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2936 float jump_t
= vg
.time
-s
->state
.jump_time
;
2940 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2941 extra
*= s
->state
.slap
* 4.0f
;
2943 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2944 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2945 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2947 q_mul( qyaw
, qroll
, qtrick
);
2948 q_mul( qpitch
, qtrick
, qtrick
);
2949 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2950 q_normalize( kf_board
->q
);
2952 struct player_board
*board
= player
->board
;
2955 /* foot weight distribution */
2956 if( s
->blend_weight
> 0.0f
){
2958 vg_lerpf( kf_foot_l
->co
[2],
2959 board
->truck_positions
[k_board_truck_back
][2]+0.3f
,
2960 0.5f
*s
->blend_weight
);
2964 vg_lerpf( kf_foot_r
->co
[2],
2965 board
->truck_positions
[k_board_truck_front
][2]-0.3f
,
2966 -0.5f
*s
->blend_weight
);
2970 float slapm
= vg_maxf( 1.0f
-v3_length2( s
->state
.trick_vel
), 0.0f
);
2971 s
->subslap
= vg_lerpf( s
->subslap
, slapm
, vg
.time_delta
*10.0f
);
2973 kf_foot_l
->co
[1] += s
->state
.slap
;
2974 kf_foot_r
->co
[1] += s
->state
.slap
;
2975 kf_knee_l
->co
[1] += s
->state
.slap
;
2976 kf_knee_r
->co
[1] += s
->state
.slap
;
2977 kf_board
->co
[1] += s
->state
.slap
* s
->subslap
;
2978 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
2981 * animation wishlist:
2982 * boardslide/grind jump animations
2983 * when tricking the slap should not appply or less apply
2984 * not animations however DONT target grinds that are vertically down.
2987 /* truck rotation */
2988 for( int i
=0; i
<2; i
++ )
2990 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2991 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2994 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2995 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2996 q_normalize( kf_wheels
[i
]->q
);
3002 *kf_head
= &dest
->pose
[av
->id_head
-1],
3003 *kf_elbow_l
= &dest
->pose
[av
->id_ik_elbow_l
-1],
3004 *kf_elbow_r
= &dest
->pose
[av
->id_ik_elbow_r
-1],
3005 *kf_hand_l
= &dest
->pose
[av
->id_ik_hand_l
-1],
3006 *kf_hand_r
= &dest
->pose
[av
->id_ik_hand_r
-1];
3008 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3009 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3012 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3014 v3f origin
= {0.0f
,0.2f
,0.0f
};
3015 keyframe_rotate_around( kf_hand_l
, origin
,
3016 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3017 keyframe_rotate_around( kf_hand_r
, origin
,
3018 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3019 keyframe_rotate_around( kf_hip
, origin
,
3020 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3021 keyframe_rotate_around( kf_elbow_r
, origin
,
3022 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3023 keyframe_rotate_around( kf_elbow_l
, origin
,
3024 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3026 q_inv( qrot
, qrot
);
3027 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3028 q_normalize( kf_head
->q
);
3032 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
3035 q_mulv( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3036 v3_copy( dest
->root_co
, ext_co
);
3037 v3_muladds( dest
->root_co
, ext_up
, -0.1f
, dest
->root_co
);
3040 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3041 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3043 float substep
= vg
.time_fixed_extrapolate
;
3044 float t
= s
->state
.flip_time
+s
->state
.flip_rate
*substep
*k_rb_delta
;
3045 sign
= vg_signf( t
);
3047 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3048 t
= sign
* (1.0f
-t
*t
);
3050 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3051 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
3052 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3054 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
3056 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
3057 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
3058 q_normalize( dest
->root_q
);
3060 v3f rotation_point
, rco
;
3061 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3062 v3_sub( dest
->root_co
, rotation_point
, rco
);
3064 q_mulv( qflip
, rco
, rco
);
3065 v3_add( rco
, rotation_point
, dest
->root_co
);
3068 skeleton_copy_pose( sk
, dest
->pose
, s
->holdout
);
3071 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3073 struct player_skate
*s
= &player
->_skate
;
3074 struct player_avatar
*av
= player
->playeravatar
;
3076 player
->cam_velocity_influence
= 1.0f
;
3078 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3079 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
3080 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
3081 s
->state
.head_position
);
3083 /* TODO: Extrapolate to_local matrix? */
3086 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3088 struct player_skate
*s
= &player
->_skate
;
3090 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3091 s
->blend_fly
= 1.0f
;
3093 s
->blend_fly
= 0.0f
;
3095 s
->blend_slide
= 0.0f
;
3098 s
->blend_grind
= 0.0f
;
3099 s
->blend_grind_balance
= 0.0f
;
3100 s
->blend_stand
= 0.0f
;
3101 s
->blend_push
= 0.0f
;
3102 s
->blend_jump
= 0.0f
;
3103 s
->blend_airdir
= 0.0f
;
3104 s
->blend_weight
= 0.0f
;
3106 v2_zero( s
->wobble
);
3108 v3_zero( s
->board_trick_residuald
);
3109 v3_zero( s
->board_trick_residualv
);
3110 v3_zero( s
->truckv0
[0] );
3111 v3_zero( s
->truckv0
[1] );
3114 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
3116 struct player_skate
*s
= &player
->_skate
;
3117 s
->state
.jump_charge
= 0.0f
;
3118 s
->state
.charging_jump
= 0;
3119 s
->state
.jump_dir
= 0;
3120 v3_zero( s
->state
.flip_axis
);
3121 s
->state
.flip_time
= 0.0f
;
3122 s
->state
.flip_rate
= 0.0f
;
3123 s
->state
.reverse
= 0.0f
;
3124 s
->state
.slip
= 0.0f
;
3125 s
->state
.grabbing
= 0.0f
;
3126 v2_zero( s
->state
.grab_mouse_delta
);
3127 s
->state
.slap
= 0.0f
;
3128 s
->state
.jump_time
= 0.0;
3129 s
->state
.start_push
= 0.0;
3130 s
->state
.cur_push
= 0.0;
3131 s
->state
.air_start
= 0.0;
3133 v3_zero( s
->state
.air_init_v
);
3134 v3_zero( s
->state
.air_init_co
);
3136 s
->state
.gravity_bias
= k_gravity
;
3137 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3138 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
3139 v3_zero( s
->state
.throw_v
);
3140 v3_zero( s
->state
.trick_vel
);
3141 v3_zero( s
->state
.trick_euler
);
3142 v3_zero( s
->state
.cog_v
);
3143 s
->grind_cooldown
= 0;
3144 s
->surface_cooldown
= 0;
3145 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3146 v3_copy( player
->rb
.to_world
[1], s
->state
.up_dir
);
3147 v3_copy( player
->rb
.to_world
[1], s
->surface_picture
);
3148 v3_zero( s
->weight_distribution
);
3149 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3152 VG_STATIC
void player__skate_reset( player_instance
*player
,
3155 struct player_skate
*s
= &player
->_skate
;
3156 v3_zero( player
->rb
.v
);
3157 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3159 s
->state
.activity
= k_skate_activity_air
;
3160 s
->state
.activity_prev
= k_skate_activity_air
;
3162 player__skate_clear_mechanics( player
);
3163 player__skate_reset_animator( player
);
3165 v3_zero( s
->state
.head_position
);
3166 s
->state
.head_position
[1] = 1.8f
;
3169 VG_STATIC
void player__skate_restore( player_instance
*player
)
3171 struct player_skate
*s
= &player
->_skate
;
3172 s
->state
= s
->state_gate_storage
;
3175 #endif /* PLAYER_SKATE_C */